Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
glennpow's avatar
glennpow
Honored Guest
11 years ago

Unity Mac edge "smearing" when turning

I've really been having nothing but trouble getting the Rift to work in Unity on my Mac, but now I've solved (hacked) nearly all of the issues. However, I'm running into one that I can't seem to fix, and haven't found any other topics discussing yet.

The bug is that when I turn my head in my game, the pixels at the edge of the view will momentarily "smear" out into the scene for a frame or so, before the rendering seems to catch up and fill in the screen with the correct geometry. I saw this problem before when I upgraded to OVR SDK 0.4.3, but I was able to fix it by turning "Time Warp" off. Now, however, that solution doesn't seem to be working anymore. I did upgrade to 0.4.3.1 Beta, but I don't think this issue came back until I tried moving the OVRManager component around.

The OVRManager component was originally childed to my player object, but I thought it made more sense for it to be a global element (if I eventually wanted multiple OVRCameraRigs or players or something). So I moved it to an object at the root. Then I ran into other problems where the entire scene was being rendered very dark, and no gamma changes could fix it. So, I moved it back to the player, which fixed the darkness, but now this "smearing" issue has returned, and will not be fixed by toggling the Time Warp.

I've attached a couple screen grabs showing the issue. Any suggestions would be appreciated. Thanks.
EDIT: The post attachments don't seem to be working, so:
http://tinypic.com/r/2vm8yhg/8
http://tinypic.com/r/2j63fcj/8

Smearing01.jpg
Smearing02.jpg

9 Replies

  • Woah! That shouldn't be happening.

    Can you give some insight into your OS and system specs?
  • Yes, and thanks for responding.
    I'm using a Macbook Pro and Rift DK2 (latest firmware) with OSX 10.9.5, Unity 4.5.5f1 and OVR 0.4.3.1 Beta. Any other specs you need?

    An update from this morning is that when I started up my project in Unity today the smearing was gone, BUT the darkened rendering was back. I tried turning Time Warp on, and it fixed the darkening, but brought back the smearing. Then I disabled Time Warp, but that setting doesn't seem to get recognized anymore. It's as if once I enable Time Warp, it is stuck that way no matter what the setting is on OVRManager (until I restart Unity).

    Here's a screen grab of the darkened scene. You can compare it to the correctly lit (but smeared) scene in the other screenshots:
    http://tinypic.com/r/29kvotu/8
  • Also (probably unrelated), I just tried to play my scene for the 5th time or so, and it hung Unity with this in the Console:

    Error: [From Service] {ERR-018} [HMD] WARNING: Modulation stop unverified!
    Error: [From Service] {ERR-027} [WatchDogObserver] Deadlock detected: NetServer
    Error: [From Service] [HIDDevice] SetFeatureReport 17 failed
    Error: [From Service] {ERR-027} [WatchDogObserver] Deadlock detected: LongPoll
    Error: [From Service] {ERR-027} [WatchDogObserver] Deadlock detected: NetServer
    Error: [From Service] [HIDDevice] SetFeatureReport 17 failed
    Error: [From Service] {ERR-027} [WatchDogObserver] Deadlock detected: TrackedHMD
    Error: [From Service] {ERR-027} [WatchDogObserver] Deadlock detected: TrackedHMD
    Error: [From Service] {ERR-027} [WatchDogObserver] Deadlock detected: TrackedHMD


    I've tried restarting Unity several times, and it hangs every time I hit play now. I will try restarting my computer. :-/
  • "cybereality" wrote:
    Woah! That shouldn't be happening.

    Can you give some insight into your OS and system specs?


    Anymore feedback on this issue would be appreciated.
    I can confirm that the "locking" of Time Warp will also occur in an empty scene (with only OVRCameraRig prefab in it), and spans Unity scenes (remains locked when opening new scene in Editor), so it seems to be a fault in the driver or DLL. The fact that restarting Unity "unlocks" Time Warp, and that the Oculus Desk Demo seems to work fine, leads me to believe it's in the Unity DLL.

    I really need to find a solution to this fast, as my project is scheduled to be demonstrated soon, and I'd hate to have to downgrade to an older OVR version.
  • One more thing I notice when Time Warp is off (before being locked on), is that in addition to making the scene dark, the chromatic aberration compensation filter is also turned off.

    Here are some updated images, where you can see the missing chroma filter.

    Time Warp ON - Correct Brightness and Chromatic Filter:
    Correct.jpg

    But Incorrect Smearing while turning:
    Light-(With-Smearing).jpg

    Time Warp OFF - Incorrect Brightness and No Chromatic Filter, but No Smearing while turning:
    Dark-(No-Chroma).jpg
  • Sorry for the delay on this. We've created a bug report and are looking into it.
  • OK, looks like we were able to fix this and it will be in a future SDK release.